Introduction This project started in a moment of free time at the studio where I’m working. As a Generalist I wanted to do an image where I can study a little bit of every aspect of a project. For me the hardest part was to decide what to create, so after spending sometime on thinking, I figured out that I wanted to do a weird cartoon, and then how this bunny started to "born"... Concept
I started the cowgirl with a simple base mesh (provided by Marshu Mishu AKA FX81) did some minor mesh changes on it to reduce pinches is some areas. When I was done with that I took the base mesh to zbrush and started sculpting the female body. Once I was done with a decent sculpt which I thought was ready to pose, using zbrush transpose tools I posed the body and gave some final touches to the sculpt acc. to the pose. I mainly focused on the curves of her body to make her look hot and sexy. These are the shots of the workflow. <p style="text-align:right;color:#A8A8A8"></p>
While all this work you should always have photo references in sight. I like to use the freeware program “IrfanView" for viewing pictures. You can set it to “always on top" and place it over the GUI of the program you are currently working in.
About Ingrid Bergman - At the age of 17, Ingrid Bergman auditioned for and was accepted to the Royal Dramatic Theatre in Stockholm. During her first summer break, she was hired at a Swedish film studio, which consequently led to her leaving the Royal Dramatic Theater to work in films full time, after having attended for only one year. At the age of 21, she married a dentist, Petter Lindström (who would later become a neurosurgeon).
Hi there, my name is Malanjo and I'm from Portugal (Trás-os-Montes e Alto Douro), and I want to thanks to Lynette Clee and the 3DTotal team for inviting me to create this making of. This is the 1st of 6 characters that I'm creating to apply to Blur Studio (Venice, California). By the way, I wish to also give thanks to Laurent Pierlot and to Alessandro Baldessorini (from Blur Studio) for their personal opinions during the execution of this project. Thanks guys! Okay, let's go!
The character at that stage didn't even have a name, but soon enough, there were enough interesting actions for her to do, to fill a very full five minute short film. "We had already done some early character and set designs, the story was quite intense already; so we suggested something that would later take two whole years of our lives," says Sebastien. The couple had so many ideas. They started to write them on paper. "I remember one thing that I really enjoyed doing," explains Sebastien, "We started to mime the little girl in our bedroom.
Sculpting One of the most interesting parts of character modelling is sculpting. To flesh out a character I use the clay brush or the claytubes brush most of the time.
Introduction It's very crucial for a creator to foresee the image in his own mind and be able to know if it will make a good artwork, or not. I wanted to create a scene filled with tension and drama, just like a still from the film itself. Designing the Movement Planning the work, I wanted to bring out the tension and conflict as a priority, which led me to an explosive duel scene that would draw audiences into the work.
Greetings, First thanks to CGArena for the opportunity to publish this making on your website. And thanks to Cesar Sampedro, Amadeu Aldavert and Alicia Pereira for their help. Motivated by the ideas and designs from Luis Royo and Boris Vallejo I decided to create a sexy girl with little clothing and weapons.
Making of Classical Girl by Wang Shiyong, China Web: www.wangshiyong.com Introduction This model cost me a long time. I try my best to make it perfectly, so sometimes I change the superciliary arches prominent, sometimes I choose to have the eye lids inward or outward, sometimes I have to check the cheek bone to make it proper and sometimes I have to better the musculus orbicularis oris shape, the nose shape, and so on. I always make best efforts to make the structure clear and challenge my limits to making the oriental beauty.
Introduction - After seen a lot of nice girl renders on Internet, I decide to make a Chinese style girl. In the period of making this girl, I found that the most important thing to a character is the facial expression and posture, when considering the facial expression, I paid most attention on her eyes and mouth, coz these two areas are the key to the facial expression. I believe there are lots of friends like me who’s learn by his/her self and not have an art background, if we want to make a veracious character model, I think the most important thing is not only to read the books about 3d skills ,but also to learn “anatomy of human” and books about art theory, it’s really helpful ! because when you read those books, you’ll understand the human structure, when u know what it should be looked like, you’ll of course know how to make the model.
Introduction - Hi everybody! My name is Viki Yeo. I'm from Korea and I'm a character artist for games.
After having collected some pictures of the famous actress Angelina Jolie, I decided to use some of them for giving life to my homonymous creation Angelina Jolie. Before starting the phase of modeling it was important to take a moment to observe properly the features of this beautiful actress, above all of her cheekbones which are very particular and pronounced. Starting from the two references, front and lateral view, I modeled the lowpoly face, imported into ZBrush and increased the subdivision level by 2 steps. Then, I could concentrate on adding details to critical areas of morphology like mouth, nose, bowed eyebrows, eyes and ears. During the working process, I pay attention to maintain a clean and morphologically correct mesh and to avoid disharmony, in order to permit an efficient modeling in ZBrush without too many difficulties. I added loops only on the more important areas, to have a more manageable mesh for the modeling.